Compare any two graphics cards:
GeForce GTX 1060 3GB vs Geforce GTX 680
IntroThe GeForce GTX 1060 3GB comes with a clock speed of 1506 MHz and a GDDR5 memory speed of 2000 MHz. It also makes use of a 192-bit memory bus, and makes use of a 16 nm design. It is comprised of 1152 SPUs, 72 Texture Address Units, and 48 ROPs.
Compare those specifications to the Geforce GTX 680, which comes with GPU core speed of 1006 MHz, and 2048 MB of GDDR5 RAM running at 1502 MHz through a 256-bit bus. It also is comprised of 1536 SPUs, 128 TAUs, and 32 Raster Operation Units.
Power Usage and Theoretical Benchmarks
Power Consumption (Max TDP)
As far as performance goes, the GeForce GTX 1060 3GB should in theory be a bit superior to the Geforce GTX 680 overall. (explain)
Texel RateThe Geforce GTX 680 should be just a bit (approximately 19%) better at anisotropic filtering than the GeForce GTX 1060 3GB. (explain)
Pixel RateIf running with a high screen resolution is important to you, then the GeForce GTX 1060 3GB is superior to the Geforce GTX 680, by far. (explain)
Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.
Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.
Memory Bandwidth: Bandwidth is the maximum amount of data (in units of MB per second) that can be transported across the external memory interface within a second. The number is calculated by multiplying the card's bus width by the speed of its memory. If it uses DDR type memory, it must be multiplied by 2 once again. If it uses DDR5, multiply by ANOTHER 2x. The better the card's memory bandwidth, the better the card will be in general. It especially helps with AA, High Dynamic Range and high resolutions.
Texel Rate: Texel rate is the maximum number of texture map elements (texels) that can be processed per second. This number is calculated by multiplying the total number of texture units by the core speed of the chip. The better this number, the better the card will be at handling texture filtering (anisotropic filtering - AF). It is measured in millions of texels per second.
Pixel Rate: Pixel rate is the maximum number of pixels the graphics card could possibly record to the local memory in one second - measured in millions of pixels per second. Pixel rate is calculated by multiplying the amount of colour ROPs by the the core clock speed. ROPs (Raster Operations Pipelines - sometimes also referred to as Render Output Units) are responsible for filling the screen with pixels (the image). The actual pixel output rate is also dependant on lots of other factors, especially the memory bandwidth - the lower the bandwidth is, the lower the potential to reach the max fill rate.